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Refactor: Moved Menu functions from imgui.cpp to imgui_widgets.cpp (#2036)
This commit is contained in:
parent
f26b8c1e07
commit
0e9577d0da
349
imgui.cpp
349
imgui.cpp
@ -1982,51 +1982,6 @@ void ImGuiTextBuffer::appendf(const char* fmt, ...)
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va_end(args);
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}
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//-----------------------------------------------------------------------------
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// ImGuiSimpleColumns (internal use only)
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//-----------------------------------------------------------------------------
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ImGuiMenuColumns::ImGuiMenuColumns()
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{
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Count = 0;
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Spacing = Width = NextWidth = 0.0f;
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memset(Pos, 0, sizeof(Pos));
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memset(NextWidths, 0, sizeof(NextWidths));
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}
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void ImGuiMenuColumns::Update(int count, float spacing, bool clear)
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{
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IM_ASSERT(Count <= IM_ARRAYSIZE(Pos));
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Count = count;
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Width = NextWidth = 0.0f;
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Spacing = spacing;
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if (clear) memset(NextWidths, 0, sizeof(NextWidths));
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for (int i = 0; i < Count; i++)
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{
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if (i > 0 && NextWidths[i] > 0.0f)
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Width += Spacing;
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Pos[i] = (float)(int)Width;
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Width += NextWidths[i];
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NextWidths[i] = 0.0f;
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}
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}
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float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double
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{
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NextWidth = 0.0f;
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NextWidths[0] = ImMax(NextWidths[0], w0);
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NextWidths[1] = ImMax(NextWidths[1], w1);
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NextWidths[2] = ImMax(NextWidths[2], w2);
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for (int i = 0; i < 3; i++)
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NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);
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return ImMax(Width, NextWidth);
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}
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float ImGuiMenuColumns::CalcExtraSpace(float avail_w)
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{
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return ImMax(0.0f, avail_w - Width);
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}
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//-----------------------------------------------------------------------------
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// ImGuiListClipper
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//-----------------------------------------------------------------------------
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@ -10835,310 +10790,6 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags
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return false;
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}
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bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return false;
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ImGuiContext& g = *GImGui;
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ImGuiStyle& style = g.Style;
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ImVec2 pos = window->DC.CursorPos;
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ImVec2 label_size = CalcTextSize(label, NULL, true);
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ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
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bool pressed;
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if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
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{
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// Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
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// Note that in this situation we render neither the shortcut neither the selected tick mark
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float w = label_size.x;
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window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
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PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
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pressed = Selectable(label, false, flags, ImVec2(w, 0.0f));
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PopStyleVar();
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window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
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}
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else
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{
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ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
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float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame
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float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
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pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f));
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if (shortcut_size.x > 0.0f)
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{
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PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
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RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
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PopStyleColor();
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}
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if (selected)
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RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
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}
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return pressed;
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}
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bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)
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{
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if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled))
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{
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if (p_selected)
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*p_selected = !*p_selected;
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return true;
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}
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return false;
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}
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// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
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bool ImGui::BeginMainMenuBar()
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{
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ImGuiContext& g = *GImGui;
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g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
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SetNextWindowPos(ImVec2(0.0f, 0.0f));
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SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
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PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
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bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
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PopStyleVar(2);
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g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
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if (!is_open)
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{
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End();
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return false;
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}
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return true;
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}
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void ImGui::EndMainMenuBar()
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{
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EndMenuBar();
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// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
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ImGuiContext& g = *GImGui;
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if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0)
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FocusFrontMostActiveWindowIgnoringOne(g.NavWindow);
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End();
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}
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bool ImGui::BeginMenuBar()
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return false;
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if (!(window->Flags & ImGuiWindowFlags_MenuBar))
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return false;
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IM_ASSERT(!window->DC.MenuBarAppending);
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BeginGroup(); // Backup position on layer 0
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PushID("##menubar");
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// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
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// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
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ImRect bar_rect = window->MenuBarRect();
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ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
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clip_rect.ClipWith(window->OuterRectClipped);
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PushClipRect(clip_rect.Min, clip_rect.Max, false);
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window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
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window->DC.LayoutType = ImGuiLayoutType_Horizontal;
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window->DC.NavLayerCurrent++;
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window->DC.NavLayerCurrentMask <<= 1;
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window->DC.MenuBarAppending = true;
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AlignTextToFramePadding();
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return true;
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}
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void ImGui::EndMenuBar()
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return;
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ImGuiContext& g = *GImGui;
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// Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
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if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
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{
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ImGuiWindow* nav_earliest_child = g.NavWindow;
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while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
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nav_earliest_child = nav_earliest_child->ParentWindow;
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if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None)
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{
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// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
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// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
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IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check
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FocusWindow(window);
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SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]);
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g.NavLayer = 1;
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g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
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g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
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NavMoveRequestCancel();
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}
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}
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IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
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IM_ASSERT(window->DC.MenuBarAppending);
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PopClipRect();
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PopID();
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window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
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window->DC.GroupStack.back().AdvanceCursor = false;
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EndGroup(); // Restore position on layer 0
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window->DC.LayoutType = ImGuiLayoutType_Vertical;
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window->DC.NavLayerCurrent--;
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window->DC.NavLayerCurrentMask >>= 1;
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window->DC.MenuBarAppending = false;
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}
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bool ImGui::BeginMenu(const char* label, bool enabled)
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{
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ImGuiWindow* window = GetCurrentWindow();
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if (window->SkipItems)
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return false;
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ImGuiContext& g = *GImGui;
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const ImGuiStyle& style = g.Style;
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const ImGuiID id = window->GetID(label);
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ImVec2 label_size = CalcTextSize(label, NULL, true);
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bool pressed;
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bool menu_is_open = IsPopupOpen(id);
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bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].OpenParentId == window->IDStack.back());
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ImGuiWindow* backed_nav_window = g.NavWindow;
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if (menuset_is_open)
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g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
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// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup).
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ImVec2 popup_pos, pos = window->DC.CursorPos;
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if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
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{
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// Menu inside an horizontal menu bar
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// Selectable extend their highlight by half ItemSpacing in each direction.
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// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
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popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight());
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window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
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PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
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float w = label_size.x;
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pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
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PopStyleVar();
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window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
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}
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else
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{
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// Menu inside a menu
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popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
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float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame
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float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
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pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
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if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
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RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
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if (!enabled) PopStyleColor();
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}
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const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id);
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if (menuset_is_open)
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g.NavWindow = backed_nav_window;
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bool want_open = false, want_close = false;
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if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
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{
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// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
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bool moving_within_opened_triangle = false;
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if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar))
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{
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if (ImGuiWindow* next_window = g.OpenPopupStack[g.CurrentPopupStack.Size].Window)
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{
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ImRect next_window_rect = next_window->Rect();
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ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
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ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
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ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
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float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
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ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
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tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
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tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
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moving_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
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//window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug
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}
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}
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want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle);
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want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed);
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if (g.NavActivateId == id)
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{
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want_close = menu_is_open;
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want_open = !menu_is_open;
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}
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if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
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{
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want_open = true;
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NavMoveRequestCancel();
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}
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}
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else
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{
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// Menu bar
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if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it
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{
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want_close = true;
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want_open = menu_is_open = false;
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}
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else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others
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{
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want_open = true;
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}
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else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
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{
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want_open = true;
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NavMoveRequestCancel();
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}
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}
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if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
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want_close = true;
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if (want_close && IsPopupOpen(id))
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ClosePopupToLevel(g.CurrentPopupStack.Size);
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if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.CurrentPopupStack.Size)
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{
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// Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.
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OpenPopup(label);
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return false;
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}
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menu_is_open |= want_open;
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if (want_open)
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OpenPopup(label);
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if (menu_is_open)
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{
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// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
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SetNextWindowPos(popup_pos, ImGuiCond_Always);
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ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
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if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
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flags |= ImGuiWindowFlags_ChildWindow;
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menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
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}
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return menu_is_open;
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}
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void ImGui::EndMenu()
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{
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// Nav: When a left move request _within our child menu_ failed, close the menu.
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// A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs.
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// However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
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{
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ClosePopupToLevel(g.OpenPopupStack.Size - 1);
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NavMoveRequestCancel();
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}
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EndPopup();
|
||||
}
|
||||
|
||||
// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
|
||||
void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags)
|
||||
{
|
||||
|
@ -1372,6 +1372,7 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// WIDGETS: Menus
|
||||
// - ImGuiMenuColumns
|
||||
// - BeginMainMenuBar()
|
||||
// - EndMainMenuBar()
|
||||
// - BeginMenuBar()
|
||||
@ -1381,3 +1382,349 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v
|
||||
// - MenuItem()
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
// Helpers for internal use
|
||||
ImGuiMenuColumns::ImGuiMenuColumns()
|
||||
{
|
||||
Count = 0;
|
||||
Spacing = Width = NextWidth = 0.0f;
|
||||
memset(Pos, 0, sizeof(Pos));
|
||||
memset(NextWidths, 0, sizeof(NextWidths));
|
||||
}
|
||||
|
||||
void ImGuiMenuColumns::Update(int count, float spacing, bool clear)
|
||||
{
|
||||
IM_ASSERT(Count <= IM_ARRAYSIZE(Pos));
|
||||
Count = count;
|
||||
Width = NextWidth = 0.0f;
|
||||
Spacing = spacing;
|
||||
if (clear) memset(NextWidths, 0, sizeof(NextWidths));
|
||||
for (int i = 0; i < Count; i++)
|
||||
{
|
||||
if (i > 0 && NextWidths[i] > 0.0f)
|
||||
Width += Spacing;
|
||||
Pos[i] = (float)(int)Width;
|
||||
Width += NextWidths[i];
|
||||
NextWidths[i] = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double
|
||||
{
|
||||
NextWidth = 0.0f;
|
||||
NextWidths[0] = ImMax(NextWidths[0], w0);
|
||||
NextWidths[1] = ImMax(NextWidths[1], w1);
|
||||
NextWidths[2] = ImMax(NextWidths[2], w2);
|
||||
for (int i = 0; i < 3; i++)
|
||||
NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);
|
||||
return ImMax(Width, NextWidth);
|
||||
}
|
||||
|
||||
float ImGuiMenuColumns::CalcExtraSpace(float avail_w)
|
||||
{
|
||||
return ImMax(0.0f, avail_w - Width);
|
||||
}
|
||||
|
||||
// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
|
||||
bool ImGui::BeginMainMenuBar()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
|
||||
SetNextWindowPos(ImVec2(0.0f, 0.0f));
|
||||
SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
|
||||
PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
|
||||
PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
|
||||
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
|
||||
bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
|
||||
PopStyleVar(2);
|
||||
g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
|
||||
if (!is_open)
|
||||
{
|
||||
End();
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui::EndMainMenuBar()
|
||||
{
|
||||
EndMenuBar();
|
||||
|
||||
// When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0)
|
||||
FocusFrontMostActiveWindowIgnoringOne(g.NavWindow);
|
||||
|
||||
End();
|
||||
}
|
||||
|
||||
bool ImGui::BeginMenuBar()
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
if (!(window->Flags & ImGuiWindowFlags_MenuBar))
|
||||
return false;
|
||||
|
||||
IM_ASSERT(!window->DC.MenuBarAppending);
|
||||
BeginGroup(); // Backup position on layer 0
|
||||
PushID("##menubar");
|
||||
|
||||
// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
|
||||
// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
|
||||
ImRect bar_rect = window->MenuBarRect();
|
||||
ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
|
||||
clip_rect.ClipWith(window->OuterRectClipped);
|
||||
PushClipRect(clip_rect.Min, clip_rect.Max, false);
|
||||
|
||||
window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
|
||||
window->DC.LayoutType = ImGuiLayoutType_Horizontal;
|
||||
window->DC.NavLayerCurrent++;
|
||||
window->DC.NavLayerCurrentMask <<= 1;
|
||||
window->DC.MenuBarAppending = true;
|
||||
AlignTextToFramePadding();
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui::EndMenuBar()
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return;
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
||||
// Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.
|
||||
if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
|
||||
{
|
||||
ImGuiWindow* nav_earliest_child = g.NavWindow;
|
||||
while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))
|
||||
nav_earliest_child = nav_earliest_child->ParentWindow;
|
||||
if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && g.NavMoveRequestForward == ImGuiNavForward_None)
|
||||
{
|
||||
// To do so we claim focus back, restore NavId and then process the movement request for yet another frame.
|
||||
// This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth the hassle/cost)
|
||||
IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check
|
||||
FocusWindow(window);
|
||||
SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]);
|
||||
g.NavLayer = 1;
|
||||
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
|
||||
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
|
||||
NavMoveRequestCancel();
|
||||
}
|
||||
}
|
||||
|
||||
IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
|
||||
IM_ASSERT(window->DC.MenuBarAppending);
|
||||
PopClipRect();
|
||||
PopID();
|
||||
window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.
|
||||
window->DC.GroupStack.back().AdvanceCursor = false;
|
||||
EndGroup(); // Restore position on layer 0
|
||||
window->DC.LayoutType = ImGuiLayoutType_Vertical;
|
||||
window->DC.NavLayerCurrent--;
|
||||
window->DC.NavLayerCurrentMask >>= 1;
|
||||
window->DC.MenuBarAppending = false;
|
||||
}
|
||||
|
||||
bool ImGui::BeginMenu(const char* label, bool enabled)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const ImGuiID id = window->GetID(label);
|
||||
|
||||
ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
|
||||
bool pressed;
|
||||
bool menu_is_open = IsPopupOpen(id);
|
||||
bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].OpenParentId == window->IDStack.back());
|
||||
ImGuiWindow* backed_nav_window = g.NavWindow;
|
||||
if (menuset_is_open)
|
||||
g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
|
||||
|
||||
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup).
|
||||
ImVec2 popup_pos, pos = window->DC.CursorPos;
|
||||
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
|
||||
{
|
||||
// Menu inside an horizontal menu bar
|
||||
// Selectable extend their highlight by half ItemSpacing in each direction.
|
||||
// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
|
||||
popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight());
|
||||
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
|
||||
PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
|
||||
float w = label_size.x;
|
||||
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
|
||||
PopStyleVar();
|
||||
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
|
||||
}
|
||||
else
|
||||
{
|
||||
// Menu inside a menu
|
||||
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
|
||||
float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame
|
||||
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
|
||||
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
|
||||
if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
|
||||
RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
|
||||
if (!enabled) PopStyleColor();
|
||||
}
|
||||
|
||||
const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id);
|
||||
if (menuset_is_open)
|
||||
g.NavWindow = backed_nav_window;
|
||||
|
||||
bool want_open = false, want_close = false;
|
||||
if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
|
||||
{
|
||||
// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
|
||||
bool moving_within_opened_triangle = false;
|
||||
if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar))
|
||||
{
|
||||
if (ImGuiWindow* next_window = g.OpenPopupStack[g.CurrentPopupStack.Size].Window)
|
||||
{
|
||||
ImRect next_window_rect = next_window->Rect();
|
||||
ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
|
||||
ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
|
||||
ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
|
||||
float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
|
||||
ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
|
||||
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
|
||||
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
|
||||
moving_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
|
||||
//window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug
|
||||
}
|
||||
}
|
||||
|
||||
want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle);
|
||||
want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed);
|
||||
|
||||
if (g.NavActivateId == id)
|
||||
{
|
||||
want_close = menu_is_open;
|
||||
want_open = !menu_is_open;
|
||||
}
|
||||
if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
|
||||
{
|
||||
want_open = true;
|
||||
NavMoveRequestCancel();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Menu bar
|
||||
if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it
|
||||
{
|
||||
want_close = true;
|
||||
want_open = menu_is_open = false;
|
||||
}
|
||||
else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others
|
||||
{
|
||||
want_open = true;
|
||||
}
|
||||
else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
|
||||
{
|
||||
want_open = true;
|
||||
NavMoveRequestCancel();
|
||||
}
|
||||
}
|
||||
|
||||
if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
|
||||
want_close = true;
|
||||
if (want_close && IsPopupOpen(id))
|
||||
ClosePopupToLevel(g.CurrentPopupStack.Size);
|
||||
|
||||
if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.CurrentPopupStack.Size)
|
||||
{
|
||||
// Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.
|
||||
OpenPopup(label);
|
||||
return false;
|
||||
}
|
||||
|
||||
menu_is_open |= want_open;
|
||||
if (want_open)
|
||||
OpenPopup(label);
|
||||
|
||||
if (menu_is_open)
|
||||
{
|
||||
// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
|
||||
SetNextWindowPos(popup_pos, ImGuiCond_Always);
|
||||
ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
|
||||
if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
|
||||
flags |= ImGuiWindowFlags_ChildWindow;
|
||||
menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
|
||||
}
|
||||
|
||||
return menu_is_open;
|
||||
}
|
||||
|
||||
void ImGui::EndMenu()
|
||||
{
|
||||
// Nav: When a left move request _within our child menu_ failed, close the menu.
|
||||
// A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs.
|
||||
// However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
|
||||
{
|
||||
ClosePopupToLevel(g.OpenPopupStack.Size - 1);
|
||||
NavMoveRequestCancel();
|
||||
}
|
||||
|
||||
EndPopup();
|
||||
}
|
||||
|
||||
bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiStyle& style = g.Style;
|
||||
ImVec2 pos = window->DC.CursorPos;
|
||||
ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
|
||||
ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
|
||||
bool pressed;
|
||||
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
|
||||
{
|
||||
// Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful
|
||||
// Note that in this situation we render neither the shortcut neither the selected tick mark
|
||||
float w = label_size.x;
|
||||
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
|
||||
PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
|
||||
pressed = Selectable(label, false, flags, ImVec2(w, 0.0f));
|
||||
PopStyleVar();
|
||||
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
|
||||
}
|
||||
else
|
||||
{
|
||||
ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
|
||||
float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame
|
||||
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
|
||||
pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f));
|
||||
if (shortcut_size.x > 0.0f)
|
||||
{
|
||||
PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
|
||||
RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
|
||||
PopStyleColor();
|
||||
}
|
||||
if (selected)
|
||||
RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f);
|
||||
}
|
||||
return pressed;
|
||||
}
|
||||
|
||||
bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)
|
||||
{
|
||||
if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled))
|
||||
{
|
||||
if (p_selected)
|
||||
*p_selected = !*p_selected;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user